Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:
LAN Parties
Upcoming one-time events:
San Diego, CA 08/21

Regularly scheduled events

Archived News:

Wednesday, Mar 16, 2005

  

TOCA Race Driver 2006 Announced

Codemasters announces TOCA Race Driver 2006 on GameSpot announces plans to continue the racing simulation series. Accompanying the announcement is their TOCA Race Driver 2006 Q&A with Codemasters studio head Gavin Raeburn. Here's a bit:

TOCA Race Driver 2006 will continue the story-driven precedent established by the previous titles. In this game, we are focusing a lot more on both the aspirational and technical elements of motorsport. To this end, there will be a lot more information divulged in the scenes pertaining to both the cars the player will drive and how to get the best out of them on the track. Many of the scenes are dedicated to showcasing the various cars and motorsports available in the game.

With over 35 disciplines to choose from, the motorsport world is your oyster.In parallel to these scenes, the narrative arc builds on the glamour and all of its trimmings that is associated with high-end motorsport and the player's increasingly high-profile career. We've also maintained the most successful aspects of the previous story such as strong characterization, dry humor, and even a rather memorable wry Scotsman. Technically, we are also raising the bar to give the scenes an extra lick of gloss and realism. Consequently, every scene of the new story will have something of value for every type of player.

Site Seeing

A new Rising Kingdoms Product Page is online (thanks Frans), offering the first 16 screenshots from Haemimont Games' just-announced fantasy-themed real-time strategy game.

Game Movies

The Videos Page on the Silent Hunter III Website now features a new torpedo tutorial movie showing how to go on the offensive in the World War II submarine combat sequel. Thanks Frans. Also, the movie posted last week on the Battlestations: Midway Website last week in Flash format can now be downloaded (direct link). Finally, there's also a new Still Life movie from Microïds' likewise imminent adventure game, though all the areas in the movie can also be found in the game's playable demo. The download is available on 3D Gamers.

Evening Q&As

  • The Punisher
    Punisher mastermind squeals on Gamesradar is a Q&A with James Tsai, producer on Volition's game based on The Punisher, the comic book anti-hero: "Bringing Garth Ennis and Jimmy Palmiotti (co-creator of comics such as Ash, Painkiller Jane, 21 Down and Spygirls) was a priority of ours from the beginning of development. A lot of the team members at Volition were big fans of their work on the Punisher comic series and we knew having them aboard would make the game better and also show everyone that we were committed to creating the most authentic experience possible."
  • ParaWorld
    The ParaWorld Q&A on Gameguru Mania talks with Reinhard Döpfer, producer on ParaWorld, SUNFLOWERS' upcoming RTS game: "The units are in principle divided into purely human units (e.g. spearmen or archers), animal units (almost all of whom are used by humans as beasts of burden or similar) and mechanical units. To list them all separately would a) go beyond the scope of this interview and b) give too much away. They all benefit from a common pool of experience and can therefore proceed to new levels if they have reached the corresponding era. The heroes have special skills and capabilities. For instance they can unlock special units or achieve a bonus for their tribe. In addition, we must mention the powerful artefacts [sic] that can be found throughout the levels."
  • Cossacks II
    The Cossacks II: Napoleonic Wars Q&A on Armchair General talks with CDV's Mario Kroll about their RTS sequel: "In the game, formations hold an army together. For purpose of this discussion, there are three basic formations in the game. One is best for offensive action, spreading units across a greater distance and allowing for the most effective concentrated fire. The next is ideal for movement across longer distances, keeping units from exhausting too soon, but making them less able to respond to a surprise attack. The last is meant to provide a solid defense against enemy attacks, but stripping them of the ability to quickly mobilize and move as a tradeoff. In summary, formations provide defensive and offensive bonuses, balanced with tradeoffs in movement speed and soldier fatigue."
  • Mission Barbarossa
    The Mission Barbarossa Q&A on Strategy Informer chats with CDV producer Nico Zettler about their World War II RTS add-on: "The player will commence the Mission Barbarossa campaign with a few core units. These will gain experience as the player progresses through the various missions and chapters. Also the player will be promoted depending on their performance. Each promotion will bring more core units in the form of additional tanks and artillery, up to 16 tanks and 6 artillery units, which is much more than the original Blitzkrieg offers."
  • 1944: Battle of the Bulge
    The 1944 Battle of the Bulge Q&A on FileFront talks with David Hockley, producer on Monte Cristo's upcoming World War II strategy game: "The engine we use is fairly open and allows us to modify a great number of things. People who have played the previous games using this engine will find that things are familiar but that there are a many subtle differences that greatly enhance the gameplay, such as the way artillery is used, the way the level design has been implemented and so on."

Evening Previews

Evening Tech Bits

Evening Consolidation

Gold - Heretic Kingdoms

Got Game Entertainment and Merscom announce that Heretic Kingdoms: The Inquisition is gold, and that this North American edition of the game already available in Europe under the title Kult: Heretic Kingdoms is due in stores the first week in April:

Got Game Entertainment and Merscom Announce "Heretic Kingdoms: The Inquisition" Goes Gold;
Combat-oriented and story-driven isometric RPG set for April 2005 release

Weston, CT - March 16, 2005 - Got Game Entertainment LLC and co-publisher Merscom LLC today announced that "Heretic Kingdoms: The Inquisition" for the PC has gone gold. The North American gold master of this combat-oriented and story-driven RPG includes several improvements over its European release, including a new map feature, faster load time, and improved memory and inventory management. Retailing for $29.99 (USD) and rated "M" for Mature by the ESRB for Blood and Violence, "Heretic Kingdoms: The Inquisition" was developed by 3D People in association with Chris Bateman and his International Hobo team, and is scheduled to arrive on store shelves April 7, 2005.

"Heretic Kingdoms: The Inquisition" casts you as the Inquisitor, assigned to stamp out the last remnants of religion. In a world where God is dead and religion heresy, you must decide your own morality. With a story-driven narrative in a morally-reactive world, your choices have consequences, taking the meaning of good and evil to a new level, and taking you to one of six different endings. The dynamic world changes as allies, enemies, and story all adapt to your actions.

Set in isometric view for ease of exploration, "Heretic Kingdoms: The Inquisition" features approximately 50 beautifully rendered locations and more than 30 monsters, each with its own habitat. Game mechanics for healing, combat, and treasure create fluid, engaging gameplay. Over 100 attunements let you customize your character skills and abilities, or develop your own character classes, to prepare for over 50 quests with multiple outcomes.

For more information, visit www.HereticKingdoms.com.

Rising Kingdoms Rises

Black Bean and Haemimont Games announce Rising Kingdoms, a fantasy-themed real-time strategy game due for release around the end of this May:

Varese, 16th March, 2005. Black Bean is proud to announce another key publishing deal with Haemimont Games for the incoming Rising Kingdoms for PC. Rising Kingdoms is a Real-Time Strategy set in a fantasy world, which focuses on empire development and dynamic tactical battles. This impressive title stays true to Haemimont's long tradition of RTS and RPG type games that started with Tzar: the Burden of the Crown and Celtic Kings series – Celtic Kings: Rage of War and Nemesis of the Roman Empire a.k.a.Imperivm II.

Set in the beautiful fantasy world of Equiada, home to magical creatures, mighty leaders, and powerful wizards, Rising Kingdoms, offers players the unique combination of both strategy and adventure modes.

In strategy mode the player is able to select 3 major races – treacherous Humans, vicious Foresters and merciless Darklings, and in addition to these three primary races, the player is able to capture, enslave and develop five independent nations – Shades, Nomads, Dragons, Trolls, and Elves. Combined with the player's main race they provide a valuable asset when clashing with their opponents.

In adventure mode the player controls a group of heroes and a small squad of troops uncovering dark secrets and surprising twists as the adventure unfolds. The story spans over several generations portraying powerful ancient artifacts, the rise and fall of mighty leaders and glorious kingdoms, and the birth of new mystic creatures and races.

"As with our previous titles, our continuing search for publishing quality games with strong and deep gameplay elements led us to work with Haemimont Games on Rising Kingdoms, making us very proud to add this title to our portfolio." said Marco Minoli, head of Marketing at Black Bean.

"We're impressed by the energy and effort that Black Bean put behind their releases and look forward to a prolific relationship with them. Our combined forces are focused on bringing a polished and fun title right to the hands of the player" added Kiril Iliev, PR Manager of Haemimont Games

Rising Kingdoms will be available on PC in, English, French, German, Italian and Spanish towards May 2005.

Enemy in Sight in Sight

Atari reveals Enemy In Sight (thanks Frans) has first details on Enemy in Sight, an upcoming action game that should be formally announced today:

In development at Illusion Softworks, the critically acclaimed studio behind titles like Mafia and the Hidden & Dangerous series, Enemy In Sight - a working title at present - is a war-based first-person shooter, depicting a near-future conflict between the US and Russia.

While bearing similarities to Ubisoft smash hit Ghost Recon 2, the game features a heavy focus on vehicular combat, with over 50 modes of transport included.

Site Seeing

The Tactica: Online Website is online (thanks Frans), dedicated to the MMO turn-based strategy game in the woks at Imaginary Numbers, offering screenshots, information, and the first developer's diary from the project. Also, a new Combat Task Force 121 Product Page is online as another home base to the just-announced first-person shooter.

Morning Q&As

  • Unreal Tournament 2004
    BeyondUnreal's Unreal Tournament 2004 Anniversary Q&A talks with Epic's Steve Polge on the one-year anniversary of the release of Unreal Tournament 2004: "We're really happy with how the big changes to UT2004 - Onslaught, Assault, vehicles, and the improved single player ladder - worked out. Assault and Onslaught each have a gameplay issue I would really like to have addressed. With Assault, it's the problem that in many maps, the game play tends to get bogged down in spam fests around certain chokepoints. We spent a lot of time trying to improve this issue, but it is difficult to prevent this and keep assault from becoming too complicated for casual players. With Onslaught, the problem is that once one team has a significant advantage, it's often difficult for the other team to mount a comeback. This is particularly the case on node layouts with only a single node connection to the powercore (which is a good layout for small player counts, but not for larger player counts). We tried to address this by providing multiple node layouts, but unfortunately people tend to play with the default layout. We're working on some new game play mechanics to address this issue for the next Unreal Tournament."
  • Elite Warriors: Vietnam
    Computer Games Magazine's Elite Warriors: Vietnam Q&A is a conversation with U.S. Army Major John Plaster (ret.) about his role as adviser on nFusion's new military shooter: " It was pure serendipity. An old SOG friend and Delta Force officer, John Mullins, had assisted the design of the video game, "Soldier of Fortune." He thought that with my knowledge of SOG tactics and techniques, I could similarly assist a SOG video game. His agent, Susan Notarides, talked to Destineer Studios where a producer, Steve Ellis, already had read my books and thought they'd make a superb bedrock for a cutting edge video game. As well, he realized that this would be the first game ever developed directly from non-fiction, serious works of history, involving a real unit and real missions. From the time we first spoke, Steve and I became a team dedicated to making this game as real and accurate as possible. I even took Steve to a range where he fired a real CAR-15 and an AK to get him some hands-on experience."
  • Stronghold 2
    The Stronghold 2 Q&A on Computer Games Magazine chats with Simon Bradbury of Firefly Studios about their castle-storming strategy sequel: "There’s lots and lots of new stuff in the sim side of the game. Rats, falconry, crime and punishment and steaming piles of ‘gong’ at spice to the lives of the peasants. But its in the depicting the life of the lord that we have really added to the sim side. Here we have added a new resource ‘Honor’, to gain this precious commodity and keep the lord and lady in the manner they expect, many new chains need to be managed. A few examples of these are sheep farming, weaving, royal foods and candle making. Overall about 50% more economic buildings have been added top the game."
  • A Tale in the Desert
    A Tale in the Desert II, 5 Months Later on GamersInfo talks with Andrew Tepper about A Tale in the Desert: A Second Telling now that it's underway: "Yes, it's more casual player friendly, but I still see a disconnect between the casual and hardcore players. In Tale 1, looking at the exit poll (when people leave the game a poll comes up and asks them the main reason) it was 9 "too overwhelming" to every one person who said "not enough to do." So, overall, people were overwhelmed by Tale 1. In Tale 2, it is 4 to 3 (four people saying it is too hard, three saying there isn't wasn't enough to do). In Tale 1 I released a whole slew of content early on. I'm actually thinking that in Tale 3 I might go back to more of the Tale 1 style where people get a bit overwhelmed at first. But, it's a difficult balance to find because some people are driven at way by being at one extreme and others are driven away at the other. So, is it more casual friendly? The numbers say yes, the game has shifted (compared to Tale 1) toward being more casual friendly."

Morning Previews

Morning Screenshots

Morning Tech Bits

Morning Consolidation

Op Ed

Wednesday Game Reviews

Wednesday Hardware Reviews

etc.

Out of the Blue

I'm settling back into my office after putting things back together up here following the departure of the painters. The neat (literally) thing about this is having gone from the desk equivalent of a heavy-duty pick-up truck to more of a sports car situation. The old desk was one of those wire frame dealies designed for servers, chosen to support the pair of 21" CRTs that went with my work and game machines. Since those eventually became an LCD monitor and a KVM switch to alternate between computers, replacing the huge desk with a small workstation carol became practical, and I now have a lot more elbow room. Of course, recalling how cluttered this place was before the work on the ceiling makes this seem like I've just been given more rope with which to hang myself, so I'll have to be smarter about using the extra space rather than abusing it.

Yakety Yak!

Play Time: Hapland. Thanks EvilToast.
Link of the Day: Spell with flickr. Thanks EvilToast.
Story of the Day: Fantasy winner to score real-life Giants job.
Sorry, Wrong House.
Science!: Anti-Cancer Compound in Green Tea Identified.
Why it is hard to share the wealth.
Sled dogs train, perform like top athletes.
Media of the Day: 'Wedgie' To Appear in New Dictionaries.
Auctions of the Day: Signed copies of Diablo II for Charity.
Follow-ups: Pale Male and High-Rise Hawks Have Egg in Nest.
NASA Probes Mars Rover Instrument Problem.
New Dr. Who Leaked on Purpose?
Thanks Mike Martinez and Ant.



Blue's News logo